After numerous of tries to steal the enemy intelligences, both teams moved even more further, now in Old pine wood valley, this place was abandoned after the earthquake in 1890's, the only thing that's left is an abandoned train station. No, no trains go there as its abandoned..​

I got confused, the lack of signage meant I couldn't easily locate the intel. In most other maps, signage isn't needed much, but your intel location seems kinda out the road.
Because I couldn't locate the intel, it would probably mean at first a confused defence, which is equal to a bad defense.
The multiple routes to and from mid could be good, makes for an easier attack and escape, on the contrary this would mean a spread out defense.

I ran through this too. I actually felt like the bases were simple and easy to navigate, but the problem I saw was that a lone scout could easily jump across the rock, onto the roof of the middle building and onto the rock on the other side and capture the intel very quickly. Almost too quickly.

I found that health and metal were in woefully short supply on this map when I played it. Pyroes frequently lit me akindle without so much as a small health kit in sight, and when I played engineer, I had to use my dispenser or wait for some helpful spy or unfortunate comrade to... ahem, donate their weapon to my cause in order to upgrade or build much of anything. The health and metal kits that you do have seem to tend toward the small side, even where they shouldn't.
More signage would also be in order, especially showing the intel's location from spawn (which, by the by, needs more health cabinets).
The middle also seems rather... restrictable, in how few alternative paths one may take.
The general design didn't seem too bad, though, for whatever reason, so... Bon chance, I suppose.